000 | 03706nam a2200505 i 4500 | ||
---|---|---|---|
001 | 8951008 | ||
003 | IEEE | ||
005 | 20220712204944.0 | ||
006 | m o d | ||
007 | cr |n||||||||| | ||
008 | 200313s2019 maua ob 001 eng d | ||
020 |
_a9780262354349 _qElectronic |
||
020 |
_z0262354349 _qElectronic |
||
020 |
_z9780262042796 _qhardcover |
||
020 |
_z0262042797 _qhardcover |
||
035 | _a(CaBNVSL)mat08951008 | ||
035 | _a(IDAMS)0b0000648bc472d0 | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
||
050 | 4 |
_aGV1469.3 _b.J89 2019eb |
|
082 | 0 | 4 |
_a794.8 _223 |
100 | 1 |
_aJuul, Jesper, _d1970- _eauthor. _925769 |
|
245 | 1 | 0 |
_aHandmade pixels : _bindependent video games and the quest for authenticity / _cJesper Juul. |
264 | 1 |
_aCambridge, Massachusetts : _bMIT Press, _c[2019] |
|
264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2019] |
|
300 |
_a1 PDF (x, 316 pages) : _bcolor illustrations. |
||
336 |
_atext _2rdacontent |
||
337 |
_aelectronic _2isbdmedia |
||
338 |
_aonline resource _2rdacarrier |
||
504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _aHigh-tech low-tech authenticity : the creation of independent style at the independent -- Games festival -- A selective history of independent games -- How to make an independent game -- The aesthetics of the aesthetics of the aesthetics of video games -- Who cares if it's a game? | |
506 | _aRestricted to subscribers or individual electronic text purchasers. | ||
520 |
_a"Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or "indie," video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games--creative, personal, strange, and experimental--became a historical movement that borrowed the term "independent" from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity--often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of 'walking simulator' games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images."-- _cProvided by publisher. |
||
530 | _aAlso available in print. | ||
538 | _aMode of access: World Wide Web | ||
650 | 0 |
_aVideo games _xHistory. _924825 |
|
650 | 0 |
_aVideo games _xDesign. _94792 |
|
650 | 0 |
_aVideo games industry. _925060 |
|
655 | 7 |
_aHistory. _2fast _95289 |
|
655 | 4 |
_aElectronic books. _93294 |
|
710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. _925770 |
|
710 | 2 |
_aMIT Press, _epublisher. _925771 |
|
776 | 0 | 8 |
_iPrint version: _z9780262042796 _w(DLC) 2018056263 _w(OCoLC)1083702813 |
856 | 4 | 2 |
_3Abstract with links to resource _uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8951008 |
942 | _cEBK | ||
999 |
_c73617 _d73617 |